worldofscotty Posted March 10, 2012 Share Posted March 10, 2012 I'm struggling with my bookcase which I built in a mod. I have everything functioning as expected with the exception of books disappearing when I open the bookcase object. Once I close the bookcase and it reforms the book on the shelves half of them disappear. If I open it again and close it I pretty much lose all of them. I have the whole shelf isolated with the barrier cube things. Anyone know where I'm going wrong? Link to comment Share on other sites More sharing options...
worldofscotty Posted March 11, 2012 Author Share Posted March 11, 2012 bump Link to comment Share on other sites More sharing options...
Tamb0 Posted March 11, 2012 Share Posted March 11, 2012 Read this - My link Link to comment Share on other sites More sharing options...
trees415 Posted March 11, 2012 Share Posted March 11, 2012 Hmm, how are you testing your mod? Especially in the case of bookshelves, it's important that when you go to test them, that you don't load the game directly into the same cell as the mod that you're testing. When I am testing a mod, I always "COC" directly from the main menu into a cell that is separate from the one that my mod is in to allow the plugin to smoothly integrate with the game data, then I coc into the cell where the mod that I am testing is located. If you load the game into the cell where the mod is, you're mods are not likely going to work correctly since the save data (which had been created when the mod wasn't there) will conflict with the mod data in your esp plugin file.If you're still having problems, take a look in the creation kit at the bookshelves that already exist, and make sure that you have made all the necessary references, and have placed all the necessary primitives in place. You're bookshelf should have:-bookshelf markers on each shelf-a PlayerBookShelfTrigger primitive surrounding each shelf of books-a PlayerBookShelfClickTrigger primitive in front of each shelf of books, where you want the player to click add/remove books.- a PlayerBookShelfContainer container for each shelf located nearby. - Collision markers surrounding the bookcase, as well as each shelf For references, here's how it should occur:PlayerBookShelfTrigger: Has linked reference to PlayerBookShelfContainer*PlayerBookShelfClickTrigger: Has linked reference to PlayerBookShelfContainerPlayerBookShelfContainer: Has linked references to all books on the given shelf, as well as the PlayerBookShelfTrigger* * Note that the PlayerBookShelfContainer should both reference AND be referenced by PlayerBookShelfTrigger Bookshelves can seem complicated, but as long as you do them correctly then there should be no problem. Link to comment Share on other sites More sharing options...
worldofscotty Posted March 11, 2012 Author Share Posted March 11, 2012 (edited) Thanks. I think there is something wrong with my playerbookshelfclicktrigger though. The only way I have seen to be able to access the shelfcontainer is directly by having it sat in front of the the shelf i am using. If i move it the clicktrigger is completely unrecognisable and the shelf seems to be just blank furniture. My assumption is that the shelfcontainer sits out of the house behind the wall and its the clicktrigger that I click on like in Breezehome? Thanks for that link btw. I pulled the bookcase from there to use. I still think its important to understand why something isn't working though. Best way to learn. I really see no obvious difference between this bookcase and mine. Edited March 11, 2012 by worldofscotty Link to comment Share on other sites More sharing options...
szewski Posted March 12, 2012 Share Posted March 12, 2012 @worldofscotty - I'm having the exact same problem. If I place books on the shelf and repeatedly activate, neither taking or adding books, they slowly disapear. This happens with new games or updates. As a workaround, I found that I when I want to add a book, if I take all the books first. Then put them all back WITH my new books, they stay. Would really like to figure it out though. Anyone have any ideas? Link to comment Share on other sites More sharing options...
noctara Posted March 12, 2012 Share Posted March 12, 2012 If u didn't already, i can only recommend having a look at the CK-wiki (there is a detailed tutorial). Go through it and double check step-by-step whether u set up everything correctly. It should work in the end.Also keep in mind what trees415 said about testing with coc-ing into the cell. Link to comment Share on other sites More sharing options...
flobalob Posted March 12, 2012 Share Posted March 12, 2012 It's worth bearing in mind that all kinds of nastyness can occur if you use an existing game character to test your mods, as an example. I have created a personal mod that replaced all of the static crates in the game with containers using the same models (thats 3040 new containers). Im currently testing it with a NEW character (now level 26) and have, thus far, encountered no problems with it.However If i use load up a character that was created prior to my mod then the game engine is severly de-stabilised (CTD on quick-load more often than not). I would hazard a guess that this is caused by having references in the save game to many static containers that no longer exist because I did a global find and replace. Link to comment Share on other sites More sharing options...
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